Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Otherwise, you can just turn off the feature entirely using the console command "effect sustained_acceleration_mode_off = yes" (or through the mod menu).
I'm currently playing the biological ships and my fleet is totally focused on close combat. This works fine as long as the enemy is interested in getting closer as well. Some kind of living asteroid nests, which are not moving at all, are a big problem. My fleet won't attack and just waits until they are killed by this creatures.
Same with enemy transport fleets. This causes my fleet to be stuck forever.
Is there a way to fix this? Or should I just not use this mod anymore because it isn't compatible with the biological ship type?
takes several years for a fleet of corvettes with tier 2 thrusters to reach system
once they arrive do barely 10% of it's health before it slams into my observation post
as much as i love the idea of cruise speed, it causes more problems than it's worth when it comes to timed events.
As suggested below, a "half" value would be ideal. Until them i'll have to stick to vanilla speeds.
I like the concept of the slow cruise speed, but the default one is so slow it takes the first year of game time just for your science ship to leave your starting system. And then of course the other option is just vanilla speeds
Not only takes this literally months sometimes years just to approach the target in system but also if another fleet attacks yours the strikecraft keeps circling your ships as they are locked onto another target they cannot attack yet.
Also the carriers keep approaching instead of staying at range once strikecraft moves out.
Is there a fix to this?
Mods that may be the issue: NSC 3, Gigastructural Engineering, ASB ironman.
Also, I noticed you've missed changing the minimum range (45) for a few Large-slot projective weapons. While checking this, I also noticed 01_mutation_unique_components ranges weren't altered at all?
Might be a good idea to pin a Bugs thread. Don't think there'd be many, but still.
The fleet still spins in circles. My 10K combat fleet and an enemy troop carrier keep stalling! Causes me to have bad gears in Ironman mode, is there any way to correct this bug, I really like the 6x zoom!
However, I could play a new game with same mods and same custom empire (avian graphical set + Fruitful Partnership), and the ftl drives are here at game start. Hence I infer that if the bug is not caused by some new technology acquisition later on, my game was probably corrupted by either the game's steady patching since public release, or by SiS updating last day, or a mix of both.
In conclusion, the bug I reported can be tagged as "solved" until an eventual new occurence.
I'm sure a modder would know how to dynamically relink ftl tech to civilian ships ('reload stats' didn't work), or how to alter the save game, so I keep the old saved game for now.
Only two activated mods were changed today, as compared to yesterday, when I started a new game with v4, and the second one only adds flags and emblems...
Does anyone confirm or infirm this ?
Seems to work fine still for the other ship sets tho.
[20:48:57][event.cpp:865]: Script Error, attempted to execute an event on an unsupported scope!
Event: shipsinscaling.3
Event Scope: ship
Executing Scope: type=fleet
id=16778394
opener_id=4294967295
random={ 0 3220558767 }
random_allowed=yes
from=
{
type=galactic_object
id=164
opener_id=4294967295
random={ 0 587752629 }
random_allowed=yes
}
I guess one of the AI fleets is the problem